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dc.contributor.authorCakir-Atabek, Hayriye
dc.contributor.authorAygun, Cihan
dc.contributor.authorDokumaci, Bircan
dc.date.accessioned2020-07-09T20:58:56Z
dc.date.available2020-07-09T20:58:56Z
dc.date.issued2020
dc.identifier.issn0270-1367
dc.identifier.issn2168-3824
dc.identifier.urihttps://doi.org/10.1080/02701367.2019.1653431
dc.identifier.urihttps://hdl.handle.net/11421/24105
dc.descriptionCakir Atabek, Hayriye/0000-0002-2602-3521; DOKUMACI, Bircan/0000-0002-4421-767X; Aygun, Cihan/0000-0001-8773-8777en_US
dc.descriptionWOS: 000491387900001en_US
dc.descriptionPubMed: 31135277en_US
dc.description.abstractPurpose: the current study aimed to investigate the exercise intensity and exercise characteristics of active video games (AVGs) by measuring various physiological responses, and to test whether AVGs can be used in components of training in sports branches. Methods: Twenty-two male athletes with good aerobic fitness level (age?=?20.6???2.2?years; maximum oxygen consumption (VO(2)max)?=?52.2???3.5 ml.kg(?1).min(?1)) visited the laboratory three times (D1, D2, and D3). After taking measurements during rest, the VO(2)max was assessed (D1). Traditional brisk walking and running exercises were performed consecutively (D2), and AVGs?dancing and fighting?were performed at random (D3); each exercise session lasted 20?minutes, and for each experiment session oxygen consumption (VO2), heart rate (HR) were recorded, VO(2)max%, metabolic equivalent (MET), and energy expenditure (EE) were calculated. Results: No significant differences were found between AVG-dancing and brisk walking (p >?.05) for VO2 (25.96???3.3 vs. 24.39???2.3 ml.kg(?1).min(?1)), HR (137.02???20.15 vs. 125.61???6.49 beats.min(?1)) VO(2)max% (49.99???7.00 vs. 46.84???4.06), MET (7.49???0.94 vs. 6.96???0.65), and EE (181.19???27.65 vs. 171.21???22.51?Kcal). Additionally, no significant differences were found between AVG-fighting and running (p >?.05) for VO2 (33.96???5.88 vs. 33.13???2.52 ml.kg(?1).min(?1)), HR (155.66???15.05 vs. 153.30???6.83 beats.min(?1)), VO(2)max% (65.05???9.76 vs. 63.60???3.51), MET (9.70???1.68 vs. 9.47???0.72), and EE (236.75???37.20 vs. 232.70???27.06). Conclusions: AVG-dancing and fighting were defined as moderate (MET>7) and high (MET>9) intensity intermittent exercises, respectively. Consequently, AVGs can be a part of training for athletes; as a block, modified block or a traditional training cycle involving enjoyable alternative exercises, especially when the appropriate AVGs are chosen.en_US
dc.description.sponsorshipAnadolu University Research FundAnadolu University [1608S599]en_US
dc.description.sponsorshipThis work was supported by Anadolu University Research Fund (Project number: 1608S599).en_US
dc.language.isoengen_US
dc.publisherRoutledge Journals, Taylor & Francis Ltden_US
dc.relation.isversionof10.1080/02701367.2019.1653431en_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectPhysical activityen_US
dc.subjectgood aerobic fitness levelen_US
dc.subjecthigh intensity intermittent exerciseen_US
dc.subjectexergamingen_US
dc.titleActive Video Games versus Traditional Exercises: Energy Expenditure and Blood Lactate Responsesen_US
dc.typearticleen_US
dc.relation.journalResearch Quarterly For Exercise and Sporten_US
dc.contributor.departmentAnadolu Üniversitesien_US
dc.identifier.volume91en_US
dc.identifier.issue2en_US
dc.identifier.startpage188en_US
dc.identifier.endpage196en_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US


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